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Finally managed to reach a streak of 100 in Doubles at the Tower, 105 and going.
Timid Starmie instead of Modest Starmie was indeed the missing chain. A good example being:
>Aerodactyl full HP
>Tyranitar almost red HP
vs, all I have left:
>Starmie
>Starmie outspeeds Aerodactyl by 1 point thanks to the nature and 31 IV
>Surf OHKOs it and finishes off Tyranitar at the same time
This Doubles team is incredibly consistent. First, start with Protect+Explosion; then bring in Charizard and if all goes well, EQ+Heat Wave is just enough to kill the 2 remaining mons while outspeeding them, too.
In case the fight start with a Ghost, take it out with Crunch+Iron Head before exploding on the next turn.
In case the fight starts with a potential Damp ability, I give the coin flip a try anyway (for all of them, it's 50/50 chance they may have the ability), even if it fails I usually don't lose much because Water mons with Damp ability for the most part will try to take out Garchomp with an Ice move while protect is in effect.
If the coin flip fails, I may either try to take out the Damp mon first, or just play without Explosion at all.
If the fight start with a fire mon that can take out Metagross before it can explode: switch to Charizard while Garchomp uses EQ. In some rare occasions I may switch to Starmie. Then, I am free to use Explosion later on in the fight, or not, depending.
Even, if I know one of even both mons aren't going to die from Explosion (usually, only happens with Steel/Rock ones with very high defense, as even Scizor is likely to die from it depending on its nature), I use Explosion anyway and finish them off on the next turn with EQ and/or Heat Wave. Sometimes it's actually better if one of the mons survives the Explosion too, as you know it won't do any dmg with Protect, and you know you're likely to kill it on the 2nd turn while outspeeding it anyway; so in the grand scheme of things that leaves a chance for the last foe to be left 1vs2.